<?xml version="1.0"?>
<ItemRenderer>
	<Data>
		<Sprite name="s_gaunlet" fileName="game/player_cosmetics4.rttex" textureSize="32" frame="3,9" />
		<Sprite name="s_necklace" fileName="game/player_cosmetics4.rttex" textureSize="32" frame="4,9" />
		
		<Sprite name="s_water" fileName="game/particles4.rttex" textureSize="32" frame="8,15" />
		<Sprite name="s_waterhit" fileName="game/particles12.rttex" textureSize="32" frame="0,19" />
		<Sprite name="s_waterdrop" fileName="game/particles.rttex" textureSize="32" frame="4,14" />

		<Sprite name="s_whale" fileName="game/fish_page1.rttex" textureSize="32" frame="8,1" />
		<Sprite name="s_goldfish" fileName="game/fish_page1.rttex" textureSize="32" frame="0,0" />
		<Sprite name="s_catfish" fileName="game/fish_page1.rttex" textureSize="32" frame="8,0" />
		<Sprite name="s_dogfish" fileName="game/fish_page1.rttex" textureSize="32" frame="4,1" />
		<Sprite name="s_sandshark" fileName="game/fish_page1.rttex" textureSize="32" frame="12,1" />
		<Sprite name="s_stonefish" fileName="game/fish_page1.rttex" textureSize="32" frame="0,2" />
		<Sprite name="s_gar" fileName="game/fish_page1.rttex" textureSize="32" frame="0,3" />

		<Animations>
			<SpriteAnimation name="a_water" sprite="s_water" animTime="400">
				<Frame>11, 15</Frame>
				<Frame>8, 15</Frame>
				<Frame>9, 15</Frame>
				<Frame>10, 15</Frame>
				
			</SpriteAnimation>
		</Animations>

		<StateMachines>
			<StateMachine name="Action">
				<States>
					<State name="None"/>
					<State name="PunchL"/>
					<State name="PunchR"/>
				</States>
				<Transitions>
					<Transition to="None" from="PunchL|PunchR">
						<Condition>
							<IsAction operatorType="NotEqual">PUNCH</IsAction>
						</Condition>
					</Transition>
					<Transition to="PunchL" from="None">
						<Condition type="and">
							<IsAction>PUNCH</IsAction>
							<IsFacingLeft>true</IsFacingLeft>
						</Condition>
					</Transition>
					<Transition to="PunchR" from="None">
						<Condition type="and">
							<IsAction>PUNCH</IsAction>
							<IsFacingLeft>false</IsFacingLeft>
						</Condition>
					</Transition>
				</Transitions>
			</StateMachine>
		</StateMachines>

		<ParticleSystems>
			<ParticleSystem name="ps_fishR" updateStage="AddClothingParticles" updateState="Action.PunchR">
				<Emitter>
					<Set name="infParticles">true</Set>
					<Set name="infLifeTime">true</Set>
					<Random name="emissionInterval" min="0.2" max="0.5" />
					<Set name="particlesPerEmission">1</Set>
					<Set name="offset">-60,-10</Set>
				</Emitter>
				<Particle randomSpriteFrame="true">
					<Random name="variantId" min="0" max="7" />
					<Select name="sprite" input="variantId">
						<Item>"s_whale"</Item>
						<Item>"s_goldfish"</Item>
						<Item>"s_catfish"</Item>
						<Item>"s_dogfish"</Item>
						<Item>"s_sandshark"</Item>
						<Item>"s_stonefish"</Item>
						<Item>"s_gar"</Item>
					</Select>
					<Select name="initialScale" input="variantId">
						<Item>1,1</Item>
						<Item>0.4,0.4</Item>
						<Item>0.6,0.6</Item>
						<Item>0.6,0.6</Item>
						<Item>0.75,0.75</Item>
						<Item>0.75,0.75</Item>
						<Item>0.75,0.75</Item>
					</Select>
					<Set name="lifeTime">0.4</Set>
					<Set name="interpolateVelocity">true</Set>
					<VectorTo name="initialVelocity" source="targetPos" duration="lifeTime" x="1" angle="30"/>
					<VectorTo name="finalVelocity" source="targetPos" duration="lifeTime" x="1" angle="-30"/>
				</Particle>
			</ParticleSystem>
			<ParticleSystem name="ps_fishL" updateStage="AddClothingParticles" updateState="Action.PunchL">
				<Emitter>
					<Set name="infParticles">true</Set>
					<Set name="infLifeTime">true</Set>
					<Random name="emissionInterval" min="0.2" max="0.5" />
					<Set name="particlesPerEmission">1</Set>
					<Set name="offset">-60,-10</Set>
				</Emitter>
				<Particle randomSpriteFrame="true">
					<Random name="variantId" min="0" max="7" />
					<Select name="sprite" input="variantId">
						<Item>"s_whale"</Item>
						<Item>"s_goldfish"</Item>
						<Item>"s_catfish"</Item>
						<Item>"s_dogfish"</Item>
						<Item>"s_sandshark"</Item>
						<Item>"s_stonefish"</Item>
						<Item>"s_gar"</Item>
					</Select>
					<Select name="initialScale" input="variantId">
						<Item>1,1</Item>
						<Item>0.4,0.4</Item>
						<Item>0.6,0.6</Item>
						<Item>0.6,0.6</Item>
						<Item>0.75,0.75</Item>
						<Item>0.75,0.75</Item>
						<Item>0.75,0.75</Item>
					</Select>
					<Set name="lifeTime">0.4</Set>
					<Set name="interpolateVelocity">true</Set>
					<VectorTo name="initialVelocity" source="targetPos" duration="lifeTime" x="1" angle="30"/>
					<VectorTo name="finalVelocity" source="targetPos" duration="lifeTime" x="1" angle="-30"/>
					<Set name="flipX">true</Set>
				</Particle>
			</ParticleSystem>
			<ParticleSystem name="ps_WaterR" updateStage="AddClothingParticles" updateState="Action.PunchR">
				<Emitter>
					<Set name="offset">-52,-24</Set>
					<Set name="lifeTime">0.4</Set>
					<Set name="emissionInterval">0.4</Set>
					<Set name="infParticles">true</Set>
					<Set name="checkParticleNumToEmit">true</Set>
					<Set name="particlesPerEmission">1</Set>
					<Set name="particlesToEmit">1</Set>
				</Emitter>
				<Particle>
					<Set name="sprite">s_water</Set>
					<Set name="blendingMode">PREMULTIPLIED_ALPHA</Set>
					<Set name="lifeTime">0.42</Set>
					<Set name="initialScale">1.5,1.5</Set>
				</Particle>
			</ParticleSystem>
			<ParticleSystem name="ps_WaterL" updateStage="AddClothingParticles" updateState="Action.PunchL">
				<Emitter>
					<Set name="offset">-52,-24</Set>
					<Set name="lifeTime">0.4</Set>
					<Set name="emissionInterval">0.4</Set>
					<Set name="infParticles">true</Set>
					<Set name="checkParticleNumToEmit">true</Set>
					<Set name="particlesPerEmission">1</Set>
					<Set name="particlesToEmit">1</Set>
				</Emitter>
				<Particle>
					<Set name="sprite">s_water</Set>
					<Set name="blendingMode">PREMULTIPLIED_ALPHA</Set>
					<Set name="lifeTime">0.42</Set>
					<Set name="initialScale">1.5,1.5</Set>
					<Set name="flipX">true</Set>
				</Particle>
			</ParticleSystem>
			<ParticleSystem name="ps_WaterHitImpact" updateStage="OnDamagedTile">
				<Emitter>
					<Set name="lifeTime">0.4</Set>
					<Set name="particlesPerEmission">1</Set>
					<Set name="offset">0,0</Set>
					<Set name="particlesToEmit">1</Set>
					<Set name="checkParticleNumToEmit">true</Set>
				</Emitter>
				<Particle>
					<Set name="sprite">s_waterhit</Set>
					<Set name="blendingMode">PREMULTIPLIED_ALPHA</Set>
					<Set name="lifeTime">0.5</Set>
					<Curve name="initialScale">
						<KeyFrame>0, 0.75,0.75</KeyFrame>
						<KeyFrame>1, 1.75,1.75</KeyFrame>
					</Curve>
					<Curve name="initialAlpha">
						<KeyFrame>0, 1</KeyFrame>
						<KeyFrame>0.8, 1</KeyFrame>
						<KeyFrame>1, 0</KeyFrame>
					</Curve>
					<Random name="initialAngle" min="0" max="360" />
				</Particle>
			</ParticleSystem>
			<ParticleSystem name="ps_WaterHitSpray" updateStage="OnDamagedTile">
				<Emitter>
					<Set name="lifeTime">1</Set>
					<Set name="emissionInterval">0.5</Set>
					<Random name="particlesPerEmission" min="6" max="10"/>
				</Emitter>
				<Particle>
					<Set name="sprite">s_waterdrop</Set>
					<Set name="rotateWithVelocity">true</Set>
					<Set name="blendingMode">PREMULTIPLIED_ALPHA</Set>
					<Curve name="initialAlpha">
						<KeyFrame>0, 1</KeyFrame>
						<KeyFrame>0.7, 1</KeyFrame>
						<KeyFrame>1, 0</KeyFrame>
					</Curve>
					<Set name="useGravity">true</Set>
					<Curve name="initialScale">
						<KeyFrame>0, 1, 1</KeyFrame>
						<KeyFrame>1, 0.5, 0.5</KeyFrame>
					</Curve>
					<Set name="lifeTime">1</Set>
					<RandomRadial name="initialVelocity" angleRange="0,360" radiusRange="25,75" baseAnglePosition="targetPos" baseOffset="0,16"/>
					<Set name="gravityVector">0, 45</Set>
				</Particle>
			</ParticleSystem>
		</ParticleSystems>
		
		<RenderOptions>
			<Default>
				<Set name="HideParticlesOnTransform">true</Set>
				<Set name="HideParticlesOnTheaterSeat">true</Set>
				<Set name="IsToRenderParticlesWhenShrunken">true</Set>
			</Default>
		</RenderOptions>
	</Data>
	<RenderRules>
		<OnPunchUpdate>
			<AvatarTransform class="Face">
				<Set name="face">MAD</Set>
			</AvatarTransform>
			<AvatarTransform class="ArmAngle">
				<Set name="armName">arm2Angle</Set>
				<Set name="pointTowardsPunchTarget">true</Set>
			</AvatarTransform>
		</OnPunchUpdate>
		<RenderHandItem>
			<StopIf>
				<IsZombified>true</IsZombified>
			</StopIf>
			<SpriteRender name="s_gaunlet" alignment="CENTER" blend="PREMULTIPLIED_ALPHA" rotateOffset="true" />
		</RenderHandItem>
		<RenderFrontArm>
			<SpriteRender name="s_necklace" alignment="DOWN_CENTER" useFixedRotation="true" fixedRotation="0"/>
		</RenderFrontArm>
	</RenderRules>
</ItemRenderer>